strategyonly said:There used to be a FORT you could build, that adds defense to a known location, what ever happend to that, and would it still be useful now?
Kael said:Forts should still be in.
strategyonly said:How do you build then then? i believe they have a 50% defensive bonus for being on them?
Kael said:All workers should be able to build forts with the appropriate tech (mathematics).
H.GrenadeFrenzy said:These are good questions and can be found in the book, I believe(an important read for new players)
BOOK?![]()
Anyways i build the forts to heighten my defensive outreach area(all near the borders), so i could ford off an attack, and when i put those darn workers on "auto" they rebuilt something else over them, darn workers anyways, LOL.Anyway we could like have bigger forts called castles(permanent like forts) that have a bombard range and unit(s) that ford off the mighty offending units? Or is this not feasible?
strategyonly said:H.GrenadeFrenzy said:These are good questions and can be found in the book, I believe(an important read for new players)
BOOK?![]()
Anyways i build the forts to heighten my defensive outreach area(all near the borders), so i could ford off an attack, and when i put those darn workers on "auto" they rebuilt something else over them, darn workers anyways, LOL.Anyway we could like have bigger forts called castles(permanent like forts) that have a bombard range and unit(s) that ford off the mighty offending units? Or is this not feasible?
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Idunmno...but there is a buiding called castle already so what did they call those buildings in Civ3 that you could put units and cannons into that required the sacrifice of two workers...were those forts? Fortifications? Defense Post? I'll go look and get back later.....those were permant.
H.GrenadeFrenzy said:strategyonly said:![]()
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Idunmno...but there is a buiding called castle already so what did they call those buildings in Civ3 that you could put units and cannons into that required the sacrifice of two workers...were those forts? Fortifications? Defense Post? I'll go look and get back later.....those were permant.
The Castle thing bugs me a bit. In fantasy worlds casltes are bastions of grand derring do, and lavish feasts and halls and such, so yes, as a building it makes sense. But ALSO, castles were primiarily built as offensive buildings. You'd plant one in a land you wanted to control, or to wrest control of the land from someone else. WHen we think of the castle, we think of it as defensive, because that's how it fought...but its PURPOSE was very very offensive. The use of the castle was for intimidation, and for command and control of an area, somewhere were troops could come to and from, and thereby subjugate the nearby.
I am advocating for Forts to be reintroduced as stronger more nasty little buggers. Perhaps each fort provides culture (for one ring around it) and a zone of control (old civ2 style) to any units inside it......there by making it impossible simply to "bypass". Youd have to take the long way around, and in choke points...or in grids of forts, this would be impossible, youll have to actually assult the fort (which makes it's purpose offensive as intended).
WHOS WITH ME?
<notices chirping of crickets and grasshoppers>
-Qes
QES said:maybe......but what about resource affects on the tile with that fort.....will they remain or be lost?.......because for some reason some of those resources are pretty damn hard to get and If they are lost for good....I don't know.....have to chew on that dried ration awhile.H.GrenadeFrenzy said:The Castle thing bugs me a bit. In fantasy worlds casltes are bastions of grand derring do, and lavish feasts and halls and such, so yes, as a building it makes sense. But ALSO, castles were primiarily built as offensive buildings. You'd plant one in a land you wanted to control, or to wrest control of the land from someone else. WHen we think of the castle, we think of it as defensive, because that's how it fought...but its PURPOSE was very very offensive. The use of the castle was for intimidation, and for command and control of an area, somewhere were troops could come to and from, and thereby subjugate the nearby.
I am advocating for Forts to be reintroduced as stronger more nasty little buggers. Perhaps each fort provides culture (for one ring around it) and a zone of control (old civ2 style) to any units inside it......there by making it impossible simply to "bypass". Youd have to take the long way around, and in choke points...or in grids of forts, this would be impossible, youll have to actually assult the fort (which makes it's purpose offensive as intended).
WHOS WITH ME?
<notices chirping of crickets and grasshoppers>
-Qes
H.GrenadeFrenzy said:QES said:maybe......but what about resource affects on the tile with that fort.....will they remain or be lost?.......because for some reason some of those resources are pretty damn hard to get and If they are lost for good....I don't know.....have to chew on that dried ration awhile.
Id say "not accessable" so youd want your fort NEXT to that favorite resource, not on it. That reflects reality, besides most forts will be used in very defensive positions, like in choke points in valleys between peaks, or (if i have my way) in floodplains along a river......as deserts will become impassible, and floodplains would be the only moving-allowed sections in deserts.
vorshlumpf said:I agree that forts need some juice. I'd be happy if they even gave +1 to line of sight for all units within them and nothing else, but of course I'd like to see more.
And, I think, being able to build them in unsettled lands should be possible (unless we're given some way to plop down culture on a wild square).
- Niilo
AgnosticMonk said:Alright, I have virtually no knowledge of modding, and was wondering if there is a way to unlock the currently non-playable civilizations even in their incomplete state?
Thanks for the great mod, I've been enjoying it quite a bit.